What does the weapon damage mean in this context? Is this some kind of bonus damage added on top of the spell cast? Or is it just some numbers pulled out of the Creation Kit that doesn't actually impact the game in any way? 195.67.240.236 01:36, 2 December 2011 (UTC)

As far as I can tell, the value has no impact in the game whatsoever. However it is displayed ingame if you look at a staff in the inventory. --Alfwyn (talk) 14:51, 8 November 2012 (GMT)

Perhaps it would be easier to read the tables if the staves were organized into the magic schools that govern them (Destruction, Conjuration etc.) - Thoughts? 195.67.240.236 01:38, 2 December 2011 (UTC)

Do the perks for increasing Destruction damage improve the damage of staves? Mudeye 21:07, 14 December 2011 (UTC)

Yes it does; so with 2 perk points (50% increase) in Augmented Flames, a Staff of Incineration, which normally does 60 points of fire damage will now do 90 points of fire damage. This also applies to Frost and Shock staves.--98.238.243.104 13:25, 30 January 2012 (UTC)

For some reason my friends and I are unclear on whether staves increase skills. The use of a staff of magelight creates a usage of an alteration skill however its not as though you cast it. Perhaps I am being ignorant to this however my friend says that after using a staff for two levels he had not gained any skill levels from its use... perhaps worthwhile to add as a skill use on the individual skill pages and on this page if they are skill uses or the opposite if they are not. purely for ease of discovery. — Unsigned comment by 96.50.219.161 (talk) at 08:41 on 18 December 2011

Staves do NOT increase your magic skills, never have been so either. The point is that you can be a brute warrior with minimal skills in magic and still be able to cast devastating spells like Lightning Wall with the staves.

However, if you are skilled in the skill for a specific kind of staff (e.g. you are Master at Destruction and have a Fireball Staff, or skilled in Illusion and have a Calm Staff) you will get more charges! So you will get more shots from the same staff. — Unsigned comment by 88.132.45.92 (talk) at 20:43 on 19 December 2011

It's not that I don't take your word for it, but can anyone confirm this^? And if so, can we add it to the article to make it a bit clearer, because it makes sense to think that using a destruction based staff would increase one's destruction skill, especially considering that they have different types of staves based on the skill each one belongs to. — Unsigned comment by 74.138.157.17 (talk) at 23:52 on 19 December 2011

(←) I can confirm that magic still and magic items both help staff usage. Also items like 20% reduced cost for destruction will decrease the charge cost for a staff of fireballs, etc.Dragonalumni 07:30, 28 December 2011 (UTC)

Does this also apply to the Staff of Jyrik Gaulderson? — Unsigned comment by 98.238.243.104 (talk) at 13:24 on 30 January 2012

I think not, although I am not sure why. Seem every other staves have corresponding school for magicka reduction, except Staff of Jyrik Gaulderson. — Unsigned comment by 140.112.230.200 (talk) on 6 June 2012

The bug with Spell Absorption not allowing one to summon can be useful if one uses a summoning staff. If you are low on magicka and have spell absorption you will absorb the charge cost of the staff as magicka. — Unsigned comment by 76.89.28.187 (talk) at 17:49 on 23 February 2012

Apparently rapid firing this staff too quickly causes it to always aim at the spot you were aiming from a certain point. It only bugs the hand it was equipped in though. Really weird. Persisted through quitting and reloading, had to load a previous save. Zoning also removed it.

Like I could be looking anywhere in the room and it would always shoot at the spot it bugged to. Repeatable also. — Unsigned comment by 24.238.46.224 (talk) at 12:36 on 24 February 2012

When I try to rapid fire this staff, the lightning bolt animation sometimes disappears and no damage is dealt to the target. This problem persists even when I unequip and reequip it. I have to remove it from my inventory for the animation to play and deal the damage.--98.238.243.104 12:35, 3 March 2012 (UTC)

Hevnoraak's Staff - This is a levelled item, so the description here is redundant, or too general at least, I encountered Hevnoraak at Lvl 42 and the enchantment (with no perks in related disciplines) was 50 points of damage per second, not the 8 listed.

presumably there are more levelled items in this page, do they need separating out into there various levelled stats?

Shouldn't this staff be under quest items? Reagarless of the fact that you get to keep it due to a glitch, it's still a quest item. I didn't try to drop, store or sell it when the quest was active so I don't know if the game ever tags it as a quest item, or if it's obtainable outside of the quest. If it were obtainable before the quest was activated, and not tagged as a quest item by the game, this could break the associated quest if one were to sell the staff. Artemis Entreri 17:29, 13 July 2012 (UTC)

Currently the Staff of Thunderbolts shows 3000/655=4 uses, and this is what CSList shows. Looking the staff up in the CK I see an "Enchantment" value of 3000 on the staff, and a cost of "51" on the enchantment StaffEnchLightningBolt. So it should probably be "3000/51=58"? Ingame testing (Destruction 21) gave me 67 uses. Repeating that and setting the destruction skill to 0 via console it gave me 57 uses (setting enchanting to 0 doesn't change this). I'm not sure what causes this off-by-one effect (3000/52=57?), but there's probably a systematic error on this page. The enchantment in question has the autocalc flag set, so it may only effect staves using autocalc enchantments, we had a similar issue with item prices. --Alfwyn (talk) 17:52, 17 October 2012 (GMT)

Looking at the discussion back then clears that up. The cost value displayed in th CK is rounded down, the game uses the actual value. According to the formula given there the cost is (25^1.1)*1.5 = 51.7... . And that gives 57.98... uses for the staff - after 57 uses there is less than 1 use remaining. And the CSList discrepancy is indeed ignoring the auto calc flag for the cost, which doesn't only affect the gold value [1] - there is a 655 stored in game data, but that is ignored. The situation seems to get more complicated in cases where there are 2 effects, like the Staff of Paralysis. All the staff effects seem to use the auto calc flag.

The question is now, what value to display. Charge/(CK cost) will give a nearly accurate estimate of uses at skill level 0 (which isn't that useful since players start out at 15 or more). But it will be much more useful than the 4 uses displayed right now and can be displayed by simple charge/cost integer math. I guess by explaining the situation this would be a value we could show.

The alternative is using floating point numbers on the page and figuring out how exactly the multi-effect case is handled by the game - currently I have only CK numbers in that case. For the Staff of Paralysis the CK shows a cost of 450, which gives 3000/450 = 6.66... uses, ingame testing at skill-level 0 confirms this: 6 uses with a bit left-over charge. --Alfwyn (talk) 21:58, 17 October 2012 (GMT)

"nor do staves benefit from any skill or perks you may have, with the exception of lowering the cost per charge"

This is wrong : with augmented flames perks and the like, as said in a previous commentary here, your staff is also more powerful. I've actually been hesitating since I use a magic mod (and you never know), but it was confirmed to me by someone else. Now I'm not sure they benefit from all perks, such a illusion perks etc, but still.

Then what remains is the benefit from skill, and there I don't even get the meaning : the higher the skill, the lower the magicka cost for a spell, and it's the same with staves. Other than that, what could be the missing benefit ? --213.219.161.15 19:45, 3 November 2012 (GMT)

Yes, testing did confirm that having "Augmented Shock" increased the damage of a staff of lightning bolts (both as displayed in the inventory, and actually dealt as checked via console and getAV health).

A benefit from the skill could be higher damage (like it is with other weapons), but this is not the case. --Alfwyn (talk) 18:01, 7 November 2012 (GMT)

Ok, so I gave Lydia a staff of firebolts and 2filled soul gems. Later, I noticed the staff was depleted and she hadn't used the soul gems to refill it. So, do followers not recharge staves? 96.228.80.56 14:40, 24 February 2013 (GMT)

You must take the staff from Lydia, recharge it, and give it back to her. There is no way to have her recharge the staff her by herself. — Unsigned comment by 173.13.143.21 (talk) at 00:45 on 12 September 2013‎

I'm assuming that since the Staff of Jyrik Gauldurson uses a variant of the Shock Damage effect, it's classified as a Destruction Stave, correct? It seems likely that this is the case, but I want to make 100% certain. Swk3000 (talk) 21:51, 4 September 2013 (GMT)

It's classified as a "Special Staff", where it's already listed. If you're referring to its potential for magicka reduction, a topic above claims that Destruction skill does not reduce it's charge expenditure. However, CSList lists its "skill" keyword as Restoration, which makes me wonder if Restoration skill reduces charge expenditure. Looks like it needs some in-game testing. --XyzzyTalk 22:33, 4 September 2013 (GMT)

I tested the number of times I could fire the staff while wearing Master Robes of Alteration, Conjuration, Destruction, Illusion, and Restoration (22% reduction each), and saw no difference between any of them and wearing just normal armor. Each time I could fire the Staff 17 times before it didn't have enough to fire again. I'll admit that 22% isn't much, but one of them still should have allowed me to fire it around 21 times if it was going to reduce charge expenditure. I will add a note to the article. --XyzzyTalk 04:26, 6 September 2013 (GMT)

I repeated that test with the help of the console, setting my Restoration skill to 0 and then to 100. It was 17 uses everytime. The reason for this is that the skill in the weapon record is irrelevant for staves. What counts is the school recorded in the magic effect (click enchantment, then effect). Compare the effect for Jyrik's staff which lists no school, with (for example) the effect for the Staff of Arcane Authority which lists Illusion for the skill. Anyway, that is why Jyrik's staff lists "None" as controlling skill. --Alfwyn (talk) 16:37, 20 December 2013 (GMT)

Is this staff unique? I have one hanging in my Honeyside and I found one for sale by the court wizard in whiterun. I have 2 now, because I thought I had sold it and I bought it back for 5000 septums … — Unsigned comment by 67.71.138.249 (talk) at 14:01 on 20 November 2013‎

If you check the bugs section of Halldir's Cairn, a bug exists that may allow a duplicate of this staff to spawn. Is it possible that you obtained one staff earlier and forgot that you had sold it to Farengar? --XyzzyTalk 03:17, 9 January 2014 (GMT)

After playing around with giving followers staves it looks like melee followers are more likely to use a summon stave when they are give a destruction stave and a summon stave. Then they will dual equip and use the summon. Lydia was inclined to use a summon without the need for two staves, but Erik the Slayer seems to need two staves in order to use the summon with regularity. Has anyone else noticed this behavior? MyBreton (talk) 22:22, 15 March 2014 (GMT)